msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated
fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if
pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is
create(autoDestroy) → {Phaser.Timer}
events : Phaser.Timer A
slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =
removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the
elapsedSince(since) → {number} How long has passed since the given time. Parameters
desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier
physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.
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